Video game apparatus, method and device for controlling same, and memory cartridge for video games

ABSTRACT

Disclosed in a video game of enhanced realism in which actual combat is closely simulated. The game is so adapted that an enemy character on a display screen may launch an attack against a player character on the same screen, even while the player character is in the process of inputting a command, at elapse of a set time period specific to the enemy character. The attack is made without an interruption in the flow of time of the game.

This application is a division of application Ser. No. 07/852,057 filedMar. 16, 1992, U.S. Pat. No. 5,390,937.

BACKGROUND OF THE INVENTION

1. Field of the Invention

This invention relates to a video game apparatus for realizing arole-playing game (RPG) of the type in which a player character, ratherthan the player, repeatedly battles with an enemy character on a videoscreen. The invention relates also to a method and device forcontrolling the apparatus, and to a memory cartridge for the video game.

2. Description of the Related Art

Conventional role-playing games or battle games are of the type in whichbattle action proceeds in turns. Specifically, a player character and anenemy character are displayed on the display screen of a display unit(e.g., a television receiver). A plurality of attack types (inclusive ofweaponry and magic) available to the player character are displayed onthe display screen, and the player selects the desired type of attackfrom the displayed group. Upon making the selection, the player issuesthe proper instruction (command input) through an input unit referred toas a controller. The attack from the enemy character, on the other hand,is predetermined. When the input of the command is completed, the battlestarts and the player character and enemy character attack each other inaccordance with a predetermined sequence. The incidents of damagesustained by each character owing to the attack by his adversary arecounted, as by the low-point method of scoring. The game proceeds byrepeating the input of commands and the combat between the playercharacter and enemy character, and the player continues manipulating theapparatus in an effort to have the player character attain a prescribedgoal (such as finding treasure or rescuing a queen).

In a video game of this type in which action proceeds in turns, theenemy character never launches an attack until the player has completedinputting the command for the player character. In addition, attacksproceed only in accordance with a predetermined sequence, and thesequence is an important factor for fighting a decisive battle. In asense, therefore, the aforementioned game in which action takes place inturns is a static game and lacks realism.

SUMMARY OF THE INVENTION

Accordingly, an object of the present invention is to provide avideo-game apparatus which approximates actual combat and excels indynamism and realism, a method and device for controlling the apparatus,and a memory cartridge (or memory cassette) for such control.

In a video game apparatus in which a player character and an enemycharacter are displayed on a display screen of a display unit and theplayer character and enemy character carry out attacks on each other independence upon an inputted action command or a predetermined actioncommand, a method of controlling the video game apparatus according tothe present invention comprises steps of clocking a time, which has beenstipulated for each character, from start of the game or from end ofaction of a character, and performing control in such a manner that whenthe stipulated time elapses, a transition is made to processingassociated with an ensuing action of the character for which thestipulated time has elapsed.

In a video game apparatus in which a game is made to proceed upondisplaying, on a display screen of a display unit, a player characterwhich carries out an attack in response to an inputted action commandand an enemy character which carries out an attack in response to apredetermined action command, a method of controlling a video gameapparatus according to the present invention comprises the steps ofclocking time, which has been stipulated for each character, with regardto at least the enemy character from start of the game or from end ofattack by a character irrespective of input of the action command forthe player character, and performing control in such a manner that whenthe stipulated time elapses, a transition is made to processing forstarting an ensuing attack by the character for which the stipulatedtime has elapsed.

Further, according to the present invention, there is provided a videogame apparatus having a control unit, a display unit and an input unitfor displaying a player character and an enemy character on a displayscreen of the display unit, and causing the player character and enemycharacter to carry out attacks on each other in dependence upon anaction command inputted from the input unit or a predetermined actioncommand, comprising clocking means for clocking a time, which has beenstipulated for each character, from start of the game or from end ofaction of a character, and control means for performing control in sucha manner that when the stipulated time elapses, a transition is made toprocessing associated with an ensuing action for the character for whichthe stipulated time has elapsed.

Further, according to the present invention, there is provided a devicefor program control of a video game apparatus having a CPU for executingprocessing in accordance with a program, a memory for being used inprogram execution by the CPU, a display unit for displaying a videoscreen, a display processing unit which executes processing, undercontrol of the CPU, for presenting a display on the display unit, and aninput unit for inputting action commands.

The device for controlling the video game apparatus comprises means fordisplaying a player character and an enemy character on the displayscreen of the display unit, means for causing the player character toexecute an action commanded in response to the action command inputtedfrom the input unit, means for causing the enemy character to execute apredetermined action, means for counting a time, which has beenstipulated for each character, from end of action of each character, andmeans for performing control in such a manner that when the stipulatedtime elapses, a transition is made to processing associated with anensuing action for the character for which the stipulated time haselapsed.

Further, according to the present invention, there is provided a memorycartridge (or memory cassette) for program control of a computer for avideo game having a CPU for executing processing in accordance with aprogram, a memory for being used in program execution by the CPU, adisplay processing unit for displaying a game video screen on a displayunit under control of the CPU, and an input unit for inputting actioncommands.

The memory cartridge includes a memory in which there is stored aprogram for realizing, in cooperation with the CPU, processing fordisplaying a player character and an enemy character on the displayscreen of the display unit, causing the player character to execute anaction commanded in response to the action command inputted from theinput unit, causing the enemy character to execute a predeterminedaction, counting a time, which has been stipulated for each character,from end of operation of each character, and performing control in sucha manner that when the stipulated time elapses, a transition is made toprocessing associated with an ensuing action regarding the character forwhich the stipulated time has elapsed.

In an embodiment of the present invention, the processing associatedwith the ensuing action regarding the player character includes displayprocessing for presenting a screen which requests input of an actioncommand, processing in which time for action preparations conforming tothe type of action is clocked in response to an inputted action command,and processing for executing the commanded action when the time foraction preparations elapses.

The processing associated with the ensuing action regarding the enemycharacter includes processing in which time for action preparationsconforming to the type of action is clocked in response to apredetermined action command, and processing for executing the commandedaction when the time for action preparations elapses.

In accordance with the invention, the clocking of time that has beenstipulated for each character starts as soon as the attack by thecharacter ends. When this time elapses, a transition is made toprocessing in which the character mounts an attack again. Thearrangement is such that the enemy character launches an attackirrespective of whether the player has inputted a command for thepurpose of manipulating the player character. Since this form of playclosely resembles the form of actual combat, the game excels in realismand thrills and the player is capable of enjoying a speedy gamedevelopment.

In another embodiment of the invention, an active mode and a wait modeare provided. When the active mode has been selected, the clockingprocessing continues without interruption, as described above. When thewait mode has been selected, the clocking processing is halted at leastin part of a time period that is for the purpose of allowing the playerto input a command. Accordingly, a player who is not accustomed toplaying the game may select the wait mode to play the game in a waysimilar to that of the conventional game in which combat action takesplace in turns.

In yet another embodiment of the invention, the speed of clocking inclocking processing is substantially changed in response to an inputdesignating the speed of the passage of time. Accordingly, the player iscapable of choosing the speed of the passage of time that matches his orher own ability. This makes the game even more enjoyable to play.

Other features and advantages of the present invention will be apparentfrom the following description taken in conjunction with theaccompanying drawings, in which like reference characters designate thesame or similar parts throughout the figures thereof.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view showing the overall video game systemaccording to the present invention;

FIG. 2 is a block diagram showing the electrical configuration of a gameprocessor;

FIG. 3 is a diagram showing the concept of active time battle;

FIGS. 4a and 4b are diagrams showing part of the contents of a workingRAM;

FIGS. 5a and 5b are diagrams showing part of the contents of a workingRAM;

FIGS. 6a and 6b are diagrams showing part of the contents of a workingRAM;

FIG. 7 is a flowchart showing counter decrementing processing;

FIG. 8 is a flowchart showing flag control processing;

FIG. 9 is a flowchart showing action execution processing;

FIG. 10 is a flowchart showing command-input interrupt processing;

FIG. 11 is a diagram showing an example of a display screen presented ona display unit;

FIG. 12 is a diagram showing an example of a display screen presented onthe display unit;

FIG. 13 is a diagram showing an example of a display screen presented onthe display unit;

FIG. 14 is a diagram showing an example of a display screen presented onthe display unit;

FIG. 15 is a diagram showing an example of a display screen presented onthe display unit;

FIG. 16 is a diagram showing an example of a display screen presented onthe display unit;

FIG. 17 is a diagram showing an example of a display screen presented onthe display unit;

FIG. 18 is a diagram showing an example of a display screen presented onthe display unit;

FIG. 19 is a diagram showing an example of a display screen presented onthe display unit; and

FIG. 20 is a diagram showing an example of a display screen presented onthe display unit.

DESCRIPTION OF THE PREFERRED EMBODIMENT

FIG. 1 illustrates the entirety of the system for the video game.

The system comprises a game processor (the game device proper) 10,commonly referred to as a family computer (a super family-computer), acontroller 20, which serves as an input unit or manipulating device,detachably connected to the game processor 10, a memory cartridge (ormemory cassette) 30 removably inserted into the game processor 10, and aCRT display unit 40 (such as a television receiver or monitor displaydevice), to which the game processor 10 is detachably connected, forpresenting a video screen on which the game appears.

The game processor 10 has a central portion the upper side of which hasan insertion slot 12, equipped with a cover, into which the memorycartridge 30 is removably inserted. A connector 56 (see FIG. 2), towhich the pins, conductive patterns or electrodes of the memorycartridge 30 are connected, is provided in the interior of the insertionslot 12. Provided in front of the insertion slot 12 are a power switch13, a reset switch 14 and an eject button 15, which is for ejecting thememory cartridge 30. The front end of the game processor 10 is providedwith connectors 16 to which the controller 20 is detachably connected.

The controller 20 is provided with an A button 21 for decision making, aB button 22 for cancelling purposes, an X button 23 for selecting a menudisplay, a Y button 24, a start button 25, a select button 26 and a joypad (or joy stick) 27 for moving a cursor up, down, left and right onthe display screen, as well as other buttons (not shown). In thisembodiment, the A button 21, B button 22, X button 23 and the joy pad 27are used in order to perform various input operations.

FIG. 2 mainly illustrates the electrical configuration of the gameprocessor 10 in simplified form. The game processor 10 includes a CPU(central processing unit) 50, which controls the overall operation ofthe video game. The execution program of the CPU 50 is stored beforehandin a ROM 31 incorporated in the memory cartridge 30. Data representingan image displayed on the display unit 40 also is stored in the ROM 31.The ROM 31 is connected to the CPU 50 by a system bus (inclusive of adata bus, address bus and control lines)through the connector 56 whenthe memory cartridge 30 is connected to the game processor 10.Preferably, there are provided a RAM for saving data such as the maximumvalue (MAX value) or present value (hit points) of the playercharacter's survivability, described below, in order that the game maybe continued at a subsequent time, as well as a battery for backing upthe data stored in the RAM.

In the game processor 10, a working RAM 51 for storing various dataduring the progress of the game and for serving as a counter, a videoRAM 52 for storing image data read out of the ROM 31 and subjecting thedata to necessary processing, and an image processing unit 53 whichcreates a video signal for display purposes based upon the image datafrom the RAM 52 are connected to the CPU 50 by the system bus. The videosignal outputted by the image processing unit 53 is applied to thedisplay unit 40 upon being converted into a signal suitable for beingsupplied to the display unit 40, such as an NTSC television signal, by amodulating circuit 54.

One controller 20 (if only one player is playing the game), or twocontrollers 20 (if two are playing the game), is connected to the gameprocessor 10, and the various signals from the controller 20 areinputted to the CPU 50 via an interface 55.

One or a plurality of player characters and one or a plurality of enemycharacters appear on the screen of the display unit 40. The playercharacter(s) is moved in accordance with an action command provided bythe player via the controller 20. More specifically, the player selectsthe type of attack, etc., displayed on the screen of the display unit 40(selection refers to as the inputting of a command), in response towhich the player character acts to perform the selected attack, etc. Theenemy character moves in accordance with a predetermined action command(a decision regarding battle operations). The movements of the playercharacter and enemy character, i.e., their actions in combat, areexecuted repeatedly without interruption while time is passing at afixed rate. This shall be referred to as "active time battle".

FIG. 3 illustrates the actions of the player character and enemycharacter in active time battle. In the illustrated example, the actionsof two player characters P1, P2 and two enemy characters M1, M2 areshown.

The player characters P1 and P2 will be described first. At the start ofthe game or at the end of a combat operation such as an attack, astandby time that has been set for each character starts being clocked.The standby time represents the quickness and agility of the character.When the standby time elapses, the input of a command is allowed. Atthis point in time the player is capable of selecting a combat operation(making a command input) that is being displayed. When the command isinputted, the processing corresponding thereto is executed (this is acommand decision) and then action preparation time for execution of thecommand starts being clocked. Action preparation time is a time specificto the type of action and is set for each type of action. When this timeelapses, the aforementioned action for the designated combat operationis initiated and then standby time starts being clocked again.

Input of commands is unnecessary for the enemy characters M1 and M2.When the standby time set for each enemy character and representing thequickness and agility of the character elapses, the conduct of thecharacter is decided. Though the type of combat operation of an enemycharacter is predetermined, there are cases where the combat operationchanges depending upon the circumstances, as will be described later.When the action preparation time regarding the conduct that has beendecided elapses, the combat operation decided is carried out, afterwhich the standby time starts being clocked again. The foregoingprocessing is repeated for the enemy characters.

In active time battle, as will be appreciated from FIG. 3, the standbytimes and action preparation times of the enemy characters M1 and M2elapse from moment to moment (the clocking of these time periodscontinues without interruption) even while the players are makingcommand inputs for the player characters P1 and P2 (i.e., while theplayers are considering how to maneuver the player characters through acombat operation). Accordingly, there are instances in which a playercharacter sustains an attack from an enemy character even while acommand input is being made. Thus, a game excelling in realism andthrills proceeds at a speedy pace in a mode approximating actual combat.

Theoretically, it will suffice if only standby time or actionpreparation time is set for an enemy character. However, it is preferredthat both times be provided in a case where the type of combat operation(action or conduct) of an enemy character changes, in accordance withthe program, depending upon the prevailing circumstances.

FIG. 11 illustrates an example of a menu screen displayed on the displayunit 40. The menu screen is capable of being called by pressing the Xbutton 23 on the controller 20. A cursor (or pointer) CU representing apointing hand is displayed not only on the menu screen but also on otherscreens. The position of the cursor CU on the screen can be moved by thejoy pad 27 on the controller 20. If the A button 21 is pressed after thecursor CU has been moved to a desired position, an item represented bythe display indicated by the cursor CU is selected and inputted.

Battle mode and battle speed can be selected on the menu screen.

The battle mode includes a wait mode and an active mode. The wait modeis one in which the passage of time (i.e., the clocking operation) issuspended (in this embodiment, a case in which "MAGIC" or "ITEM" hasbeen selected) with regard to a specific command input during a commandinput operation. Of course, it is permissible to halt the passage oftime for all command inputs.

The active mode is one in which time is constantly passing, i.e., inwhich the clocking operation continues (even when a command input is inprogress).

Battle speed means the speed at which time passes during the game.Specifically, the standby and action preparation times for all of thecharacters are varied in proportional fashion. In this embodiment,battle speed is capable of being set to five levels.

FIG. 12 illustrates an example of an initial screen. This screen isdisplayed when the game starts. In this example of the display, threeplayer characters aaa, bbb, ccc of three types and three enemycharacters AAA1, AAA2, AAA3 of one type appear. The lower half of thedisplay screen is provided with two windows W1 and W2. The window W1relates to the player characters and displays a numeral (a denominator)representing the MAX value (maximum value) of the survivability of eachplayer character and a number (a numerator) representing the presentsurvivability (hit points=HP) of each player character. The hit pointsare decremented in conformity with the type of attack sustained wheneveran attack is received from an enemy character. It is shown in the windowW2 that three enemy characters of type AAA appear.

FIGS. 4 through 6 illustrate various areas set in the working RAM 51 ofthe game processor 10. These areas are set or created in accordance witha program or data that has been stored in the ROM 31 of memory cartridge30 at the start of the game, or they are created by loading the datathat has been saved in the RAM of the memory cartridge 30.

FIG. 4a illustrates areas used as pairs of counters and flags. Astandby-time counter and a action preparation-time counter are providedfor each character, and each counter is equipped with a flag. Datarepresenting standby time or action preparation time is loaded in thecounters, and the value recorded in a counter is decremented at elapseof the fixed period of time. When a counter value is decremented down tozero, the corresponding flag turns on. A greater number of counters maybe provided for each character.

FIG. 4b illustrates an area for storing a command inputted for a playercharacter.

FIG. 5a illustrates a flag area. This flag area is provided with anactive/wait mode flag which stores the set mode (the active mode or waitmode), a flag which turns on when"MAGIC" or "ITEM" has been inputted, acommand-input enable flag which turns on when a player is allowed tomake a command input (i.e., when standby time has elapsed), and acommand-input completion flag which indicates that a player has inputteda command.

FIG. 5b illustrates an area for storing the MAX value and hit points ofthe survivability of each character. MAX values and hit points areprovided not only for the player characters but also for the enemycharacters. These values for the enemy characters are not displayed onthe screen. When the hit points become zero, the player character faintsand the enemy character vanishes from the screen.

FIG. 6a illustrates an area of data relating to standby time. Asdescribed above, standby time represents the quickness or agility of acharacter and is stipulated for each character. In this embodiment, abasic value of agility (standby time) common to all characters and anagility coefficient that has been stipulated for each character are set.The value initially set in the standby-time counter of each character isobtained by multiplying the basic value by the coefficient of thecharacter.

FIG. 6b shows a data area relating to action preparation time. Actionpreparation time is stipulated in dependence upon the type of action(attack, etc.). A basic value of action preparation time and acoefficient of action preparation time, which is for each type ofaction, are stipulated. The action preparation time for each type ofaction is calculated by obtaining the product of the aforementionedbasic value and coefficient, and the calculated action preparation timeis preset in the action preparation-time counter.

By changing the basic value of standby time and the basic value ofaction preparation time in dependence upon the set battle speed, thespeed at which time passes can be altered even if the time interval atwhich the counter is decremented is fixed. Of course, a change of battlespeed can be achieved also by altering the speed of counter decrementingprocessing, altering the aforementioned coefficient, etc.

The CPU 50 executes processing in accordance with the program that hasbeen stored in the internal ROM 31 of memory cartridge 30. FIG. 7 mainlyillustrates the part of this processing which relates to decrementing ofthe counters.

Step 101 in FIG. 7 is an initializing step, in which all of the flagsaccompanying the counters shown in FIG. 4a are turned off. Next, at step102, a value representing standby time is calculated for everycharacter, in conformity with the set battle speed, using the basicvalue of standby time and the agility coefficient, and the calculatedvalue is set in the corresponding standby-time counter.

Based upon the flag area shown in FIG. 5a, it is determined at step 103whether "magic" or "item" has been set. If the answer is NO, the programproceeds to step 105. If the answer is YES but it is found at step 104(NO) that the prevailing mode is not the wait mode, the program proceedsto step 105. As long as the flag accompanying the standby-time counteris off (NO at step 105), the value in the standby-time counter isdecremented at step 106. This processing is executed at a fixed timeinterval with regard to all of the standby-time counters until the valuein the particular standby-time counter becomes zero (steps 107 and 109).

When the value in the standby-time counter becomes zero, thecorresponding flag turns on (steps 107, 108).

If "MAGIC" or "ITEM" has been selected and the wait mode has been set(YES at steps 103 and 104), the processing of steps 105 through 108 isskipped. Thus, in the wait mode, the passage of time stops in specificcases.

The processing of steps 103 through 109 is executed not only for thestandby-time counters but also for the action preparation-time counters.That is, "all counters" mentioned in the block of step 109 refers to allof the standby-time counters and action preparation-time counters.Unless initial values are preset, the decrementing processing isessentially meaningless. Since it is unnecessary for the standby-timecounter and action preparation-time counter for one character to operatesimultaneously, it can be so arranged that one counter area is usedalternately as the standby-time counter and action preparation-timecounter. The counter decrementing processing of FIG. 7 can also beexecuted as processing based upon an interrupt at fixed times.

FIG. 8 mainly illustrates a flag-decision processing procedure executedby the CPU 50.

When any flag accompanying a counter is turned on (YES at step 111), itis determined at step 112 whether the flag is attached to a standby-timecounter or a action preparation-time counter.

If the flag relates to a standby-time counter, this means that thestandby time has elapsed. It is then determined at step 113 whether thestandby time has elapsed for a player character or enemy character. In acase where the standby time for a player character has elapsed (YES atstep 113), the status of an input enable flag is checked and, if theflag is still off (NO at step 114), a screen requesting a command inputis displayed and the input enable flag is turned on (step 118).

An example of the screen which request a command input is shown in FIG.13. The display in this example is for a case where the standby time ofthe player character bbb has elapsed. The display of the playercharacter bbb changes to a special form (e.g., the color of thecharacter changes, the character flashes or emits light, etc., asindicated by the hatching in FIG. 13) and the alphabetic letters of theplayer character in the window 1 also change to a special form (e.g.,the letters change color or flash, etc., as indicated by the hatching inFIG. 13). Further, a window W3 opens, the type of command is displayedand the cursor CU appears at the position of window W2. Here "FIGHT"indicates the most common attack against an enemy character. "ITEM"means that a special form of attack can be selected. There are manyother types of commands besides that mentioned above.

FIG. 15 illustrates an example of a display which prevails at elapse ofthe standby time for the player character ccc. Here "MAGIC" is added asthe command displayed in the window W3. Thus, the type of attack thatcan be utilized differs depending upon the character.

FIG. 19 also illustrates an example of a display which prevails atelapse of the standby time for the player character ccc. When the playercharacter selects "ITEM", the display changes as shown in FIG. 20 sothat a special attack or defense can be selected. A window W4 forselecting the contents of the item opens and "RECOVERY", "RETURN", etc.,are displayed. "RECOVERY" means that the survivability of thecorresponding player character is capable of being restored to the MAXvalue. "RETURN" means that another player character that has faintedbecause its hit points have become zero is capable of participating incombat once again. The numerals "99", "26" indicate the number of timesthese command can be used. The up and down arrows on the right side ofwindow W4 indicate that other items are capable of being selected byscrolling the window W4 up or down.

When such an item has been selected, the counting operation of thecounter stops, as set forth earlier, if the present mode is the waitmode. The same is true when "MAGIC" has been selected.

With reference again to FIG. 8, it is determined at step 115 whether theinput of the command has been completed if the command input has beenallowed (YES at step 114). Input of a command is construed to have beencompleted when one command (with the exception of "ITEM" and "MAGIC")has been selected from window W3 or W4. The input of the command isperformed by moving the cursor CU to the position of the desired commandusing the joy pad 27 and then pressing the A button 21.

If a command is inputted, the command is analyzed at step 116. Forexample, when "ITEM or "MAGIC" has been selected, the display changesover to that shown in FIG. 20 in order that a specific command may befurther selected. In the case of another command, the action preparationtime conforming to this command is calculated using the data shown inFIG. 6b and this time is preset in the action preparation-time counterfor this character at step 117. This action preparation-time counter isdecremented by the processing shown in FIG. 7. When a command isinputted, the display changes from that shown in FIG. 13 to that shownin FIG. 14. Here the player character bbb assumes a state in which it isprepared to attack. The cursor CU is displayed in order to select whichenemy character to attack. The player moves the cursor to the positionof the desired enemy character and then presses the A button 21 so thatthe enemy character to be attacked can be designated.

In a case where the standby time for an enemy character has elapsed (NOat step 113), the action (attack) of this enemy character is decided atstep 119 and the action preparation time for the action that has beendecided is preset in the action preparation-time counter of this enemycharacter at step 120. In general, the action of the enemy character isdecided depending upon the type of the enemy character. However, whenthere is a change, such as a reduction in the number of enemycharacters, action for carrying out a stronger attack is set.

In a case where a flag that has been turned on is one attached to aaction preparation-time counter (step 112), processing proceeds toaction execution processing shown in FIG. 9.

In FIG. 9, it is shown that action execution processing includesdisplay-screen processing, hit-point computation (subtraction) andprocessing for turning off the command-input completion flag. Forexample, since the enemy character AAA2 has been attacked by the playercharacter bbb, the enemy character AAA2 is decremented by 1470 points,as shown in FIG. 15. Since the hit points of the enemy character AAA2become zero (or a negative number) owing to the score decrementingoperation, the enemy character AAA2 vanishes from the screen, as shownin FIG. 16. In a case where the enemy character AAA1 attacks the playercharacter bbb, the emeny character AAA1 emits light and the playercharacter bbb, which has sustained damage as a result of the attack, hasits score reduced by 340 points, as illustrated in FIG. 17. As a result,the hit points of the player character bbb become 2420-340=2080 as shownin FIG. 18.

Thereafter, the standby time of the character which has executed anaction (which has performed an attack, etc.) is preset in thestandby-time counter for this character as step 122.

FIG. 10 illustrates interrupt processing executed when a player inputs acommand. When it has been confirmed that the flag which enables input ofa command has been turned on (YES at step 131), the program proceeds tocommand input processing at step 132.

For example, when a command input other than "ITEM" and "MAGIC", such asthe "FIGHT" command, has been inputted, this command is stored in theinput-command area (FIG. 4b), the command-input enable flag is turnedoff and the command-input completion flag is turned

In the case of the "ITEM" or "FIGHT" input, a flag to this effect isturned on. Thereafter, when the specific command for "ITEM" or "FIGHT"is inputted, the input-enable flag and the "FIGHT" or "ITEM" flag areturned off, the inputted command is stored and the command-inputcompletion flag is turned on.

As many apparently widely different embodiments of the present inventioncan be made without departing from the spirit and scope thereof, it isto be understood that the invention is not limited to the specificembodiments thereof except as defined in the appended claims.

What is claimed is:
 1. A memory cartridge for program control of acomputer for a video game including a CPU for executing processing inaccordance with a program, a memory for use during program execution bysaid CPU, a display processing unit for displaying a game video screenon a display unit under control of said CPU, and an input unit forinputting action commands;said memory cartridge storing a program, saidprogram including instructions for:causing the display unit to display aplayer character and an enemy character on a display screen, causing theplayer character to execute an action commanded in response to an actioncommand inputted from said input unit, causing the enemy character toexecute a predetermined action, causing a counter associated with eachplayer and enemy character, to count a time, which is assigned to eachof the player and enemy characters, from an end of said commanded actionand said predetermined action of each of the player and enemycharacters, respectively, causing said counter to generate a signal foreach of the enemy and player characters when the time counted is equalto the time assigned thereto, in response to said generated signal,allowing said input unit to input the action command for the playercharacter, and proceeding to execution of the action in accordance withthe inputted action command, and in response to said generated signal,processing the predetermined action in accordance with a predeterminedaction schedule for the enemy character.
 2. A memory cartridge accordingto claim 1, wherein the program stored in the memory cartridge, andexecuted by said CPU includes further instructions for:causing saiddisplay screen to display a command input request requesting input of anaction command indicating a type of action, causing a counter to count apredetermined time for action preparation conforming to the type ofaction in response to the input action command, and executing thecommanded action when the time for action preparations elapses.
 3. Amemory cartridge according to claim 1, wherein the program stored in thememory cartridge, and executed by said CPU includes further instructionsfor:causing a counter to count a predetermined time for actionpreparations conforming to an action in accordance with a predeterminedaction schedule for the enemy character, and executing the action forthe enemy character in accordance with the predetermined action schedulewhen the time for the action preparations elapses.
 4. A memory cartridgeaccording to claim 1, wherein an active mode and a wait mode areprovided, andwherein the program stored in the memory cartridge, andexecuted by said CPU includes further instructions for:when said activemode has been selected, activating the instructions for causing thecounters associated with the player and enemy characters to count, andwhen the wait mode has been selected, deactivating the instructions forcausing the counters associated with the player characters to count. 5.A memory cartridge according to claim 1, wherein the program stored inthe memory cartridge, and executed by said CPU includes furtherinstructions for changing a speed of counting the time assigned to eachcharacter in response to an input designating the speed of the passageof time.
 6. A memory cartridge for program control of a computer for avideo game having a CPU for executing processing in accordance with aprogram, a memory for use during program execution by said CPU, adisplay processing unit for displaying a game video screen on a displayunit under control of said CPU, and an input unit for inputting actioncommands, the video game including characters comprising enemy andplayer characters, said memory cartridge storing a program, the programincluding instructions for:causing a counter to clock a time, which isassigned to each of the enemy characters, from an end of a previousattack of one of the characters irrespective of input of the actioncommand for the player character, causing the counter to generate asignal for the one of the characters when the time clocked is equal toor greater than a predetermined time assigned to the one of thecharacters, and in response to said generated signal, processing anaction in accordance with a predetermined action schedule if the one ofthe characters is an enemy character.